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Lords of Creation in the Playground (OOC Thread #2)

Introduction:

What's going here anyway?

Lords of Creation in the Playground (LoCitP for short) is a message board game, in which we play the deities of a world with the ultimate goal of building a campaign setting and epic story telling using the same yet refined rules from the original LoCitP from 7 years ago which brought LoC to this forum.

The administrator of this game Lady Tialait has planned a few events to help shape the world. By role playing the deities of the world known as 'The Playground' we hope that within 36 weeks the world will be rich enough in history and organic in flavor that a DM would be able to pick up this setting and use it for a campaign.

This is the Out of Character thread and our home until we hit Page 50. Please do not post here unless you have been approved in our Recruitment Thread by our MODs.

ADMIN/MOD LISTLady Tialait: ADMIN and the Kind Loving Mother of LoCDraken: MOD and Grandfather Evil Shmee: MOD and the Grand Poo-Bah of Cool
(More MODs may be added to the list at a later date.)

Upon creation, each deity starts 15AP (Action Points) with which they can mold reality to set their influence upon the world. Every Thursday (6PM GMT) the deities witness the beginning of a new “Divine week” which starts with Rollover. Upon rollover, deities get their AP pool renewed, artifacts get charges etc.

Applying your Deity

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To create a new deity, you will need to decide a few things:

•A name by which mortals and gods alike will know you by. Please be serious with this. You can pick up as many names as you want, but this should be the name by which you are most commonly known as. An epithet is also required. Just like your name, this should be the epithet by which you are most commonly referred to as.

•Every god starts off with three domains: A Legacy Domain, an Alignment Domain and your Primary Domain.

-Your Legacy Domain indicates which of the three divine family your god claims as his/her heritage. You will be related to every other deity who shares the same Legacy Domain although these ties gives no formal allegiance save for a similar origin. This domain does not count towards your Domain total.

1) Creation (Spawn of the Cosmic Mother)
2) Destruction (Product of the Visionary)
3) Elemental (Brood of the World)

-Alignment Domain is an expression of your dominating alignment trait, choose the one that makes sense for the personality you have in mind. This domain does not count towards your Domains total.

1) Balance
2) Chaos
3) Evil
4) Good
5) Law

•Your Primary Domain is the one which represents the core concept of your god. It is unique in the sense that no other god can start off with the same Primary Domain (although up to three gods can share the same Domain) You will have to pick a Primary Domain from the Available List. If you do not see a suitable Domain in the list you are encouraged to Homebrew a Domain, and pending MOD approval, it will be added to the list.

•A Portfolio is an element which is fundamentally linked to your Domains and expresses are a god's specialized interest with that Domain. While up to three gods can share the same Domain, their views and beliefs means that they are the gods of different aspects of the same Domains. Just like Ares and Athena were both gods of war, Ares was a god of slaughter, while Athena was a goddess of strategy.

-Legacy and Alignment domains do not require Portfolios as they are part of the fabric of the deity.

•Holy/Unholy Symbol: Describe the Iconography of your deity as it is his or her personal seal and symbol used by your clerics and faithful. The design can be as intricate or as plain as you want.

•An Alignment: Pick an alignment off the D&D alignment chart which best represents your deity.

•Favored Weapon: Chose the personal favorite weapon type of your deity. It will also be the standard weapon type for all your god's clerics. You may chose an existing weapon in the DnD array of weapons, homebrew your own or even remain unarmed.

•Divine Rank: The DR measures your deity's power level, and you may choose your starting DR between 0-6. At DR 6 you are a Lesser god, but may not walk upon the Playground. To do so you can pick your starting DR to be from 0 (Hero god) and 1-5 (Demi-god)

•Paradigims: Every deity falls under one of four categories: Caster, Divinity, Striker and Warrior. Each category will give you certain advantages during Divine Combat. For further details, please refer to the Divine Combat section.

-Name each Combat ability and give a short description of what kind of move this is. If you need assistance figuring this out, simply ask one of the MODs.

Domains in the Available list are free for anyone to grab. Domains in the Claimed list are ones that deities have put some work toward claiming. Domains in the Taken list have been gained by a deity. Domains in the Contested list have been gained by two or more deities.

In order to be approved you need a vote from at least two of the following: our Admin: Lady Tialait, the Kind Loving Mother of LoC, her MOD/pet monkey Shmee, the Grand Poo Bah of Cool and her other MOD from Parts Unknown Draken the Naysayer. If the game expands and more players join, then other MODs (note: whipping boys) may be selected and the required votes will be raised accordingly.

When you have gotten the necessary approving, please head over to the OOC to introduce yourself as a player and your character. Before writing your first post, please discuss with the current players how you expect to have your god begotten. Do not immediately post in the IC thread without discussion. This is for both your benefit and that of the overall story.

Application Format

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Please use the following format for god entries in the recruitment and OOC thread:

Name: The Dude, Doctor of LovePlayed by: SkreechyDR: 5 (Demi-god) Symbol: A bleeding heart being held between two handsAlignment: Chaotic NeutralPrimary Domain(and Portfolio): Love (Lust)Legacy Domain: CreationAlignment Domain: ChaosFavored Weapon: BowCombat Rating:15Paradigm & DCM: Striker{C} Broken Heart: The Dude knows that Love can be quite painful at times. He even has the scars to prove it!{D} Lover's Scorn: It’s not the first time the Dude's advances have been rejected. He's used to it, and is tougher because of it.

Description: The Dude presents himself as rather ugly person. He is very fat, has a messy beard along with long hair. Even though as a god he could easily change his appearance, he rather remain ugly since he believes that love does not come from physical appearance. He often wears a bandanna on his head and a bright psychedelic colored shirt.

Being the Love Doctor, the Dude has a very lovable personality. Easily humored and easy going, the Dude enjoys nothing more than spending time with mortals, mingling with the common rabble and teaching them things like how to properly reproduce and get along with each other. His goal is to create a world full of love and peace. At the same time, the Dude loves the mortals so much, that he will be often creating sub-races.

The Wiki

As the objective of this project is to allow a DM to pick up this world and use it for a campaign, then we need a place to store the lore of our world! Everyone is strongly encouraged to update your characters and creations on the Wiki, as not only will it serve to provide material for a campaign, but it will also be a means to fondly look back upon this project years into the future.
(
Link to the LoCitP Wiki right here.

Da Rules

You get a number of Action Points each "Divine Month" (One week in real time resetting at 6pm Greenwich Mean Time on Thursday. It's a month to the gods and a variable grip of years to mortals.)

Caste

DR

AP/Week

Total Domains Required to Raise Caste

Hero-God

0

1

1

Demigod

1-5

3

2

Lesser God

6-10

5

4

Intermediate God

11-15

7

6

Greater God

16-20

10

8

Over-God

21+

10

-

-An Overgod automatically vanishes from this world and can no longer interact or be interacted with. However, they are still capable of influencing the world through AP actions.

-AP rolls over, to a maximum of 2 weeks’ worth of your rollovers depending on your caste. Any additional AP after that is lost.

You can spend Action Points on any of the following activities:

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1 Point Actions

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•Teach Populace: Teach Populace is used for direct divine intervention regarding the teaching of a special knowledge, secret of major advancement. Otherwise it’s assumed that mortals are smart enough to figure out knowledge and advancement on their own. (Example: Prometheus giving fire to Humans.)

•Nourishment: Directly intervenes over a population or area providing a beneficial effect. Can be as small as providing good weather for a particular farm, or as wide spread as curing all illnesses from the entire world. (Example: Raining mana in the desert) Can be countered by the Pestilence action.

•Mold Land: Creates or alters a land feature on existing land. You could create mountains, forests, a swamp, or split off part of a continent. Not needed on a plane which is divinely morphic with respect to your deity. This cannot mold land where none exists. (See create Land)

•Pestilence: Directly intervenes over a population or area by providing harmful effects. Can be as small as cursing a single person to a year of bad luck, or as widespread as causing a cataclysm. (Example: The Plagues of Egypt) Can be countered by the Nourishment action.

•Create Subrace: Creates a subgroup of an existing race, with enough physical or cultural differences to merit a change in racial abilities. Knowledge known to the original race is also passed on to the subgroup, while nourishment and pestilences are not. Just like with any other races, you are encouraged to provide racial stats. (Example: Creating the Half-Elves from the Elves)

•Join Pantheon: Allows you to join a pantheon pending the Pantheon's approval.

•Create Manifest Zone: You may imbue an area to share a strong connection to another Plane. This allows one or more of the planar traits to bleed through into the Material Plane. Should the plane to which the Manifest Zone be locked after its creation, then the Manifest Zone will weaken and eventually dissolve until the plane is unlocked once more. (Example Sharn)
•Create Concept: Creates a new idea that nobody has thought of before. You can create up to two closely-related base classes (For instance, Wizard and Sorcerer, Scout and Ranger, Psion and Wilder). Note that all concepts eventually spreads to other races/nations.

2 Point Actions

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•Create Populace: May create a single player race, up to three related monsters(For instance, Griffons, Hippogryphs, and Lammasu), a group of very closely related monsters (Chromatic Dragons, Elementals), or a whole category of "natural" animals (For instance, sea animals, domestic animals, birds) You are strongly encouraged to provide us with stats for any race or creature created.

•Create Land: Forms new land where none existed before (for example in the void, in an empty plane of existence or in the middle of the ocean.) The size may range from an island to a continent, whose shape and features are decided upon creation. This is not necessary on a plane that is divinely morphic with respect to your deity.

•Create Organization: Creates a country, religious sect, or other major organization. This action also provides you with a Prestige Class which is to be associated with the organization. You can use this action within an already existing organization to create a branch, with the respective Prestige Class. (As always you are encouraged to provide the class' stats)
•Gain Portfolio Element: Gives new elements that a deity must have for a domain and helps to flavor your deity. It does not count as an action towards gaining a domain.

•Open/Close Portal: Creates a massive schism in reality, connecting any two parts of existence through time and space thus allowing mass travel from one side to another. It can link any plane of existence (Except locked planes) or any two points on the Material Plane. You can also spend 2AP to shut down a portal. However this action can only be done one rollover after the Portal's creation. A Portal that is closed this way cannot be re-opened until another roll over passes (Example: Medvih opening the Dark Portal)

•Aid an Ally: Allows you to come to the aid of another deity of the same Pantheon engaged in combat for a single round. Without this action, you can only add you {A} modifiers if you wish to help. For further details on how this works, please look at the Divine Combat Section.

•Lock/Unlock Plane: You stop the entry or exit from a plane you control for any deities or mortals you choose. Locking a plane signals a diminishing influence upon the material plane, causing any portals linked to that planes to collapse, while Manifest Zones gradually weaken and disappear until the Plane is re-opened. Once a week a god may attempt to break upon the locked plane with a DR check (1d20+ your DR vs 1d20+ their DR) This can be only attempted once per week. A plane that is opened cannot be locked again until after the next roll over.

•Create Pantheon: Forms an alliance of gods united under a similar banner for a common purpose. For more information regarding Pantheons please look at the "Pantheon Creation" section.

3 Point Actions

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•Initiate Divine Combat: Attacks another deity. Divine Combat is a titanic struggle between the involved deities, although it does not necessary have to be a violent one. The combat prowess is represented by the Combat Ratings (CR for short). Divine conflicts are always polarized into exactly two sides, (though allies can intervene) and such conflicts between such colossal forces tend to be catastrophic and portrayed by the mortals as an epic contest between two forces. Please refer to the Divine Combat Section for more information.

•Beget God: You create a DR 1 deity under your control. For every 2 additional AP you spend, the new deity has +1 DR, up to a maximum of your DR-1. Creating a new deity for another player who is joining does not cost AP. A single player may not have more than 3 Deities, and each deity must be approved by the MODs.

•Create Artifact: Creates a Battle Artifact or Utility Artifact. These are the weapons and tools of the deities. Battle Artifacts aid you in combat as discussed in the Divine Combat Section. (Example: Thor's Mjolnir) A Utility Artifact can provide you with a 1AP action charge per divine week (Teach Populace, Nourishment, Pestilence, Mold land, Create Subrace) upon creation you must specify which one of these actions the artifact can create. While the Utility Artifacts give you a free action per divine week the actions done through these artifacts do not count for Domains or DR. Upon creation a roll over must pass before the artifact gains a charge. (Example: Amaterasu's Paintbrush which gives a weekly Blessing)

•Create Avatar: Creates a second body for your god that can walk upon the material plane. An Avatar on the Material Plane is ranked DR1, while outside the Material Plane it is ranked as -1 of your current DR.

•Create Plane: Brings a new plane into being. The creating deity chooses the characteristics of that plane. Any deity who spends AP to create a plane is considered its owner until he gives ownership to another deity. Unless more than one deity shares the creation cost, there can only be one owner of a plane. If there are multiple owners, ownership cannot be transferred to a new deity unless all current owners agree. Please specify the Plane's traits using this following list.

•Gain Domain: Adds a Domain from the Domain List (although Homebrewed Domains are encouraged if it is not on the list) . In order to qualify for a Domain you must have spent a 5 AP worth of actions relating to the desired domains and have purchased a related portfolio. Please see the list below for AP requirements and the amount of Domains required to climb up a Divine Cast. Also note that gaining a Domain requires approval from a referee (whether in the OOC or by PMs) you can use any of the spells on your domain lists as an at-will SLA.

•Raise Divine Rank: Once you have spent a certain amount of AP (2 for Hero-Gods, 3 for Demigods, 4 for Lesser Gods, 5 for Intermediate Gods, 7 for Greater Gods and 9 for Overgods), you are able to use this action which increases your divine rank. You must then perform the number of divine actions listed above before this ability becomes available again. This action does not count towards gaining a Domain or raising your DR.

0 Point Actions

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•Mark the Chosen: Singles out a Mortal as an important figure to your deity. While they do not have any special powers besides the standard abilities of their races, it does mark them above the common rabble as key figures or plot points. They are still susceptible to AP actions however, although you are encouraged to discuss how it shall be handled.

How Pantheons Function:

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A Pantheon will generate a bonus AP called Pantheon AP (PAP for short). Each member of the Pantheon receives 1 PAP per rollover to be used to further the goals described in the Pantheon’s Dogma. PAP does not stack upon Rollover.

A Minimum of 3 deities are required for a Pantheon to remain functional. Any Pantheon with less than the required amount ceases to produce PAP after the first Rollover. On the 2nd Rollover, the Pantheon will then cease to exist.

Every Pantheon has a set of rules, known as the Pantheon Dogma, by which the members must abide by. Whenever a deity spends the AP required to join the Pantheon, he must add to the existing Dogma, by specifying under which circumstances the PAP can be used, pending the Pantheon’s approval.

Pantheon AP can only be spend to further the Pantheon’s goals, as described in the Pantheon’s Dogma. PAP spend does not count towards raising one’s DR or acquiring a Domain and cannot be combined with normal AP.

Although the Pantheon’s Creator holds no special power over the Pantheon’s member, he does get to decide the process for accepting new members (or rejecting them) or banishing those who violate the Pantheon’s Dogma.

Divine Combat:

Divine Combat is a contest between the power levels of the involved Deities. Their combat prowess is represented by Combat Ratings, or CR. Divine Combat always represents the full power of two opposing sides. Though divine combat can involve many deities, there will never be more than two sides in any given conflict.
How does it work?

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The Basics

The first side, the Aggressors, is made up of the deity who spends the points to start combat and his Allies while the Defenders' side is the deity attacked and his Allies. Allies are not directly involved in combat but use their powers to boost their chosen side's CR.

During combat, you may not spend AP or do an action which would alter your CR in any way (Raising DR & creating Combat Artifacts)

Aid and Allies

When two deities fight, other deities may come to their aid. Other deities may spend 2 AP to join the battle to add a bonus to one side's CR. That bonus is calculated thus: (DR*.5) + {H} + {A}
If the aiding deity does not wish to spend AP to join they may do so only adding {A} modifiers.

Resolving Divine Combat

Divine Combat lasts 3 rounds. At the beginning of each round, both combatants determine their CR for that round and add that to a roll of 2d6, whoever has the highest final result wins the round. The first deity to win 2 rounds is declared the victor and may chose to inflict a Divine Injury on the loser.

At the end of each round of combat each of the Primary combatants must use a 1 AP action which is enacted. This may be a Mold Land, or Pestilence showing the collateral damage of two deities clashing. This 1 AP action does not cost AP and does not count for purposes of Domains or Divine Rank gaining.

Divine Injury
Winning a Divine Combat allows the winner to inflict one of the following upon the vanquished:

1)The winner may Contest one of the loser's Domains. (Primary, Alignment and Legacy domains cannot be contested.)
2)If the combatants had a Contested Domain, the winner can officially claim the domain as his own. The loser no longer has the Domain. If the loss of a Domain results in a deity not meeting the Domain requirements for the Caste, then his DR automatically drops to the highest DR level of the previous Caste and all combat bonuses are calculated with the new DR.
3)Some other penalty that both parties can agree upon, such as a role-playing requirement which must be followed, e.g., never directly attempt to influence the winner's followers in a certain region, support the winner as an Ally in future combats, give up being patron deity of a specific city.

Divine Combat Abilities

Divine Combat Abilities are granted according to the deities’ paradigm. Each deity fits into one of four combat paradigms: Warrior, Striker, Caster, or Divinity. Each paradigm grants a different DCA that can be implemented in combat. As well as adding an amount to your CR.

Paradigms:

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Warriors
Deities of the Warrior paradigm are relentless combatants. They gain a bonus to their CR equal to half of their Divine Rank at all times.
Warriors gain an additional Divine Combat Modifier for every three Divine Ranks.

Strikers
Deities of the Striker paradigm know that the first hit is what counts. The deity gains a bonus to its CR on the first round of any divine combat that it initiates equal to one and a half times its Divine Rank.
Strikers gain an additional Divine Combat Modifier for every two Divine Ranks, but it must be a {C} or {O} ability.

Casters
Deities of the Caster paradigm employ limited but catastrophic power in combat. The deity has a Spell Pool with a value equal to thrice his Divine Rank, on each turn of divine combat, the deity may spend any number of points from that pool to increase their combat rating by the same amount. Spent spell points are replenished upon rollover.
Casters gain an additional Divine Combat Modifier every 4 Divine Ranks.

Divinities
Deities of the Divinity paradigm use the light of their Sparks as a nearly impenetrable shield against aggression. The deity gains a bonus to its CR equal to his divine rank on any two rounds of divine combat, as long as it did not initiate that combat.
Divinities gain an additional Divine Combat Modifier for every two Divine Ranks, but it must be a {D] or {A} ability.

Divine Combat Modifiers

These are unique abilities that each deity possesses that can be used in combat to further modify their CR. Divine Combat Modifiers or DCM are not linked to the deities paradigm in the same way as DCA, but represent the deities essence. All DCM fall into one of five categories: Hatred {H}, Combat {C}, Offensive {O}, Defensive {D}, or Aid {A}.

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A deity gains one DCM per caste, getting the first when reaching DemiGod.

Hatred {H}
The deity hates something so vehemently that his wrath towards it gives him increased prowess in battle against anyone who supports it. When fighting against the target of the Hatred, the deity gains +2 to his Combat Modifier. A specific Domain, Paradigm, Deity or Pantheon can be the target of a Hatred. Hatred modifiers are always active against another deity who has an attribute supporting that Hatred. It is possible to take the same Hatred multiple times.

Combat{C}
Combat Powers represent a deity's raw skill in combat or a special fighting technique known by the deity. Combat modifiers grant a +1 CR in all 3 rounds of battle.

Offensive{O}
Offensive Powers are special attacks known by a deity that give them a significant bonus in combat for one round. Offensive modifiers grant +2 CR for one round and can only be used when the deity is on the Aggressor side.
Defensive{D}
Defensive Powers are based on a defensive implementation of a domain the deity possesses, representing the deity using his divine influence to defend himself. Defensive modifiers grant +2 CR for one round and can only be used when the deity is on the Defending side.

Assist {A}
Assist Powers represent the power of a deity to support his allies in combat. When assisting another deity in combat, these powers add +1 to the side’s Combat Rating for all rounds of combat. Unlike the Aid Action, this ability can also be used to assist deities who are not part of your Pantheon.

The Rules of ConductHow to behave IC and OOC

The Objective of Lords of Creation is to allow the players to create a living breathing and workable world for a playable campaign, but at the same time, create an interesting, original and flowing story. In order to do that, it is important to understand that this is not a 'God Campaign' but a 'World Building Project'. If your objective is to create a god simply to show off how great you are at other people's expense, then this is not the game for you.

The following guideline is being placed so that the players may be able to focus on world building in harmony, and with respect to each other both in and out of character. Please understand that in the 7 Years since LoCitP was brought to these forums, many LoCs have struggled, got de-railed and then died off because players and MODs did not follow/understand these guidelines. It’s our aim to try to avoid the mistakes of the past by making this project as enjoyable as possible.
The Guidelines

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1) Gods are not omnipotent.

Yes, perhaps we are role playing deities, but for the sake of the story, we are going with the notion that gods cannot know everything, and cannot be everywhere at the same time. In the end, it will become almost impossible to do anything without having another god finding out. A deity may get their “Domain Senses Tingling” when someone trespasses against that certain domain, and even then, please do not go around claiming to know everything.

2) Avoid Godmodding.

Lets try to avoid that as much as possible shall we? Here is a guide on how not to do it.

In this type of setting it is difficult to completely avoid Godmodding, and sometimes it’s done accidentally, but it’s important to keep it down to a minimum.
3) Fights/Combat/Plot Devices.

Try to avoid just jumping in each time any of these happens, or at the very least, consider asking to join before jumping in. If each time anything happens, 6 deities just jump in, then not only will it end up a veritable cluster****, but people will become annoyed as doing anything will end up being impossible.
If you feel that you have nothing to do, try to create your own plot points. After all, we have an entire world to fill.

4) Consider your fellow player.

You are not the only person trying to establish a certain feel to their character. It doesn't hurt to play along with what your opponent may be up to, rather than just shrug it off or simply countering it, and many times will lead to an interesting situation. If you start shrugging off your fellow players, do not be surprised if they do the same to you, which will make the story-telling process rather lame.
5) Do not ignore other people's post.

There is nothing ruder than having someone take time to create an IC post, only to have the post completely ignored. If your character has a reason to ignore the post, then declare it IC "Fred Flintstone ignores Mickey Mouse because he has bad breath". It is much more acceptable than not responding at all and keeping your fellow player waiting.

6) Respect your fellow player.

Everyone is different, we all have different mentality, different writing styles, different... just about anything. We want to promote harmony in the OOC, so if a player does something wrong, or is out of line, leave it to the MODs to take care of it. Do not go to the OOC and start brow beating a player simply because they did something you don't like. Brow beating will not be tolerated.

7) Respect the MODs

A MOD's job is not easy and is often quite thankless. A MOD's character and creations should never be gifted with 'special treatment' because of their status, but instead be considered as one of the many gods of the Playground.

The MOD's responsibilities are:
a) Keep the OOC nice and harmonious
b) Make changes to rules were its deemed necessary
c) Accept new players
d) Answer any questions about the rules
e) Make sure the IC rules are followed
f) Point out any cheating/mistakes done with AP expenditure
g) Move the general plot along (If one is provided)

8) Avoid complaining/arguing in the OOC

If you have an issue with someone or something, do not go to the OOC with the intent to make a big issue out of it. Constant complaining and arguing makes the atmosphere oppressive, makes things less fun and are generally unpleasant. So if you do have a complaint either attempt to PM the offending party or try to work things out by asking a MOD to mediate on the issue. If you have a problem with a MOD or have a reason to mistrust them, simply send the message to our ADMIN (the MODs fear her whip.)

9) The Rule of Cool

When you create something, or instigate a plot device, ask yourself first "Would I enjoy having a character in this setting with what I'm about to create or do?" As deities any action we do upon the world is the stuff of which legends are made and will be sung by the bards and exalted (or deplored) by the clergy. Moments of Epic are encouraged, and while occasional silliness can lead to great and hilarious moments, too much silliness will end up undermining the purpose of this project.

10) The ADMIN’s Word is Final:

If you don’t like it, feel free to take it to a higher authority… except you can’t… it stops with her.

How to post
It is important for everyone to be as clear as possible when making IC posts in order to avoid confusion between players. There are many ways to do that:

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•At the beginning of each post, open each "scene" of your post with the name of the character (or characters), and location. For example:Zeus, Horus & Thor:Gates of Valhalla

It allows for better book keeping as well as making the MOD’s life easier. When doing multiple Actions, post them as follows:(AP 6= 9-3, Create Avatar
AP 3= 6-3, Create Plane, The Plane of Fire
AP 2 = 3-1, Mold Terrain, Create Volcanoes)

•Players are encouraged when making a post, to be as descriptive as possible. Players who tend to describe their characters, mortals, cities etc., are more likely to be interacted in a positive fashion by other players. If you are leaving the other players to guess things about your character or mortals, then do not be surprised if they interpret things differently from what you had originally intended.

•Pick a color for your character’s speech text. That way it will be easier for people to understand who is talking and when.

•When gaining a Domain, write a list of the actions done towards gaining the said domain.

Each player, besides their main character, is also allowed to create up to two alt characters. This character may or may not be related to your main that is up to the player. It is required from a player who wishes to create an Alt, to send to the MODs a request for an Alt using the Character Application Format given above and place it in the recruitment thread. It is not guaranteed that the MODs will accept though, depending on the time and circumstances, the respond may be a negative one.

Few Reminders

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•Gods can only be where their main bodies and their avatars are. So your character cannot be in a dozen places at the same time.

•Any Lesser Deity or deity of a higher caste cannot physically walk upon the Playground. They are instantly rejected by the laws of the universe and punted into the Void. Only Heroes, Demi-gods and Avatars may physically access the Playground.

•AP and Artifacts cannot be shared.

Any player who goes inactive without prior warning for 3 rollovers will have their character considered as a deceased deity. Such deities no longer count as members of a pantheon and no longer generate AP. Any of that character's creation will then be declared as 'open' for grabs by the MODs for anyone who is interested in them (as long as the proper AP is spent on it) although please note that no single god can claim monopoly on them.

•You are strongly encouraged to provide stats for any races/classes/monsters/cities etc. These stats must be placed in the Wiki. If you don't know how, or can't provide the stats, do not hesitate to ask for assistance in the OOC. You will find lots of people willing to help you.

Acknowledgment

Lords of Creation in the Playground was a project that was originally brought to the GitP forums back in 2008. Since then it has spawned countless sequels and spin offs. It’s been a wild and crazy ride with ups and downs, and as all LoCs have spawned from Lords of Creation in the Playground, let’s give credit where credit is due. We may have had our differences... some of you may not even be on these boards anymore... but here’s to you… you crazy bastards that began all this:

AlchemyPrime:Our Founding Father and Superhero of LoCDraken: Grandfather Evil and NaysayerInnis Cabal:The Great Unifier and the Last WordLady Tialait:Loving Mother and Bearer of Whips MooseFisher: Ambassador and Champion of CivilityNefarion Xid: Combat Master and the Word BeyondRizban:Grand Architect and LoremasterShmee:Latecomer and Grand Poo-Bah of CoolTsuuga:Rules Master and Critic

Last edited by Shmee; 2015-04-11 at 10:47 PM.

"Do not anger a bard...for you are silly, and would make for a funny song."

Re: Lords of Creation in the Playground (OOC Thread #2)

The Story Thus Far

Every week a summary of the events shall be added.

Verse I:Genesis

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The Creator, that being of total chaos, did what it did. It swam through the Void and Created. In its loneliness the Creator formed a companion. This was the Playground. Thus Zalsar, First of the Three was willed into existence and the Creator saw that it finally had the companionship it had desired. Yet in a moment of carelessness, the Creator separated the elements which was Zalsar, driving the god insane. Zalsar is Zalsaram.

In a fit of unbridled rage, Zalsaram raised its sting against the Creator who in an act of desperation called out for help. The cry for aid erupted as the Cosmic Mother, Second of the Three flew through the Void as she attempted to pluck the Creator away from Zalsaram. However her attempt to rescue the Creator cost the Cosmic Mother her left eye, as Zalsaram tore it off, the eye itself being the Sun of Winter: Phos.

The Creator, seeing that the Cosmic Mother could not best Zalsaram willed for a better future. This will was formed as the Visionary, Third of the Three. The Visionary sensing a future in which Zalsaram was not a part of, attacked the World with intent to destroy it. As the Visionary struck the first blow against Zalsaram, the Cosmic Mother sensing an opening lent her power to the Visionary as the Second and the Third unleashed the full extent of their powers against the First.

The Creator, seeing the destruction caused by the Three, extended his protection over the Playground, and exhausting his powers vanished.

So it was that the First was defeated yet not killed, for Zalsaram lives and Zalsaram rages. The Second mourned her failure to save the Creator and in her grief created her First Born Bahamut while sacrificing her Right Eye to create the Sun of Summer: Oussia. The Third began its plans to finish what it had started.

Thus the Three retreated. Zalsaram raged, the Cosmic Mother slumbered and the Visionary planned.

Verse II: Dawn of the Playground

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Thus did Winter usher the First Divine Month. Bahamut and the Dragons were charged to guard and act as guide to the mortal races on the Playground from the land of Demiourgia which was given to them by the Cosmic Mother.

And then the Explosion of Divinity occurred. Zalsaram's fragments, the Shepard created the world's animals while Mezzethera formed the Playgound's Oceans and began to feed upon the dreams of the Playground's creatures. And so the Demons sleep beneath the oceans, in their palaces of dread. The Product of the Visionary, Pernieth formed the First Tree as his seat. On Demiourgia, the Spawns of the Cosmic Mother, Ikino, Israken and Tiamat hatched from the same egg, while Neiag was formed as a result of their hatching. The Dragons claimed the Challenge Mountains as their seat while forming an alliance of kinship.

Kyre crawled out of Zalsaram's Belly and brought Death onto the Playground and claimed all souls as his. He blotted out Phos' light ushering the Long Night. A night which lasted a full year and may had lasted longer had Ikino not offered Kyre a Dragon's egg as an offering. Touching the egg, Kyre killed the creature within, but feeling remorse brought it back to life as Deimos, the First Hero.

The Explosion of Divnity came hand in hand with the Expansion of the Mortal Races. In the Void, Mianmi sang her song of creation she formed the Satyrs, Girrons, and Celue, while Iskaren created the Craast, hailing from Craast Dominus. Kyre formed the Keepers, tenders of the dark and guardians of the dead. Ignus, fragment of Zalsamar, struck the world with her hammer and formed the Burning Lands, which she gave as heritage to the Fire Genasi and began to lay the foundation of their civilization. Ikino formed the Dwarfs in the Challenge Mountain, giving authority to the Dwarf King, Sutur. The Shepard formed Humans before fading from the world. Deep in the Oceans, Mezzethera gave mortals dreams of war, greed and strife.

Mond was the last of the gods birthed during the Explosion of Divinity.

Zalsaram would lash against his binds when ever too many divinities would gather. The Visonary began its plans of the future by creating Mother Matron Elev Nosh, Dred Olg and the Nightmare Engines. All the while the Cosmic Mother still slumbered in the Void.

Verse III: The Mortals Expand

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The gods watched over their creations which are known as mortals. The earliest mortal races continued to expand their civilizations under the tutelage of the gods or of their agents while new creatures and races began appearing all over the playground. While Helfarch began teaching the Humans, Ikino gave knowledge to the Dwarfs and the Kobolds. The Dragons as well, began teaching mortals how to harness the magical powers of Dragonkind.

Israken placed the Orcs, Goblins and Hobgoblins who would be known as Goblinoids on Demiourgia, while creating Chimeras, Manitcors and Owlbears as a source of challenge. In the World Tree, Deimos placed the Elves to aid Pernieth's Dryads to watch over nature. However Hagatha, goddess of Suffering began persecuting the order of nature by twisting the Dark Grove, connecting the World Tree to Demiourgia, while creating Swamp life, Trouble Dreamers, Weirdroots and Spriggins, putting her on a collision course with Cassandra, Pernieth's voice made manifest.

In the Burning lands, Ignus created the entrance to the Temple of Ignus and formed the Phoenixes. Eucle, god of Wealth formed the Vault of Plenty in his stomach while introducing currency to the Playground and taking a tribe of Humans, formed the Syndicate. Yggdrasil, goddess of Life expanded the limits of the Playground and formed the Underplayground on Zalsaram's underside.

The end of this age was marked by Kyre, the god of Death ascending the Playground.

Verse IV:

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The age started with Cassandra confronting Hagatha in the Dark Groove, as Hagatha continues to make a mockery out of nature. Upon Demiourgia, a new race is born as the Halflings, following Mianmi's songs travel across the lands, but they are not the only ones, as the Vagrants comprising largely of outcasts and refugees of various misfortunes, also begin their migration, while Passaer formed the Voice to act as its name implies, his voice upon the Playground. At the same time Mianmi forms the Unicorns, Centaurs and Minotaurs.

Upon Neutral Ground, Eucle forms the Wealth Demons, Quori and the Dream Trees, while at the same time, unlocking the minds of his faithful and teaching them the ability to wield psionic powers while Helfarch gives nightmares to the Demons, these nightmares wounding the Demons when ever they wound a mortal, attracting the attention of Zalsaram's herald, the Primal Duchess. Yet Zalsaram was not the only Elder acting, for the Visionary still sought out the most powerful mortals for his Nightmare Engines.

Meanwhile, Genzo took a tribe of Goblins known as the Aram under his wing and began turning them into fire worshiping and party loving creatures. Tiamat and the Chromatic Dragons, seeing the Chromatic Dragon's actions with their mortals, decided to follow suit and begin their domination of the Orcish clans, using nothing short than brutal conquest. The Haflings wandering across Demiourgia met with the Metallic Dragons. From the World Web, Neiag creates his own Avatar, Emperor Venom to lead the Yuan-Ti, Naga and Lizardmen upon the Burning Lands and Yggdrasil remains busy as she continues to fill the Underplayground with all sorts of animals.

Verse V:

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This age is heralded by the founding of the Venom Empire upon the Burning Lands. Tiamat paid Kyre a visit in his hold in Eberus, and offered the Shadow Dragons as protectors of the afterlife, in return Kyre eased the Shadow Dragon's passage to the Playground by ushering the Long Night once more. Kethneciel, god of Justice is born and begins to appoint judges across the Playground while making Oussia his seat of power. In the Dark Groove, Hagatha continues her mockery of nature as she kidnaps a group of Halflings and deforms them into the Bogwarts, although they are still considered the nicest creatures one can meet within the Dark Groove. Eucle ties his body as a giant energy source at the center of Neutral Ground.

The sanctity of death as appointed by Kyre is assaulted twice, once when Yggdrasil creates reincarnation and then when Neiag creates Clora, the goddess of Undeath who wastes no time in creating zombies, skeletons and Liches, while she begins to teach the mortals the secret to immortality. The ents are also created.

The age closes with the Vagrants arriving in the Underplayground.

"Do not anger a bard...for you are silly, and would make for a funny song."

Re: Lords of Creation in the Playground (OOC Thread #2)

Could I get Pernieth's Life Domain added to the third spot? Just so no one accidentally thinks its open :D

Spoiler: Pernieth

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Name: Pernieth
Played by: Toxic Mind
Divine Rank: Intermediate (11)
Alignment: CN
Holy/Unholy Symbol: Two Vines twined around a stone tower, crushing it
Primary Domain (and Portfolio): Plant (Growth), Nature (Preservation), Protection (Forest), Weather (Storms)
Legacy Domain: Destruction
Alignment Domain: Chaos
Favored Weapon: Thorned Vines
Combat Rating: 18 (11 Bse + 5 Warrior +2 CM)
Paradigm & DCM: Warrior
{C}: Living Weapon: His body is a weapon, adapting to any challenge
{C}: Call of the Wild: All natural life serves as his weapon. He is never truly alone
{O}: Thorn's Embrace: Implements of death are never far from Nature.
{D}: Endless Tide: Constant reconstruction, constant life.
{H}: Purity of Nature: There is no place for Artifice among Nature in Pernieth's Vision
Brief Description: Pernieth is a being of pure nature. His time and existence is spent towards furthering the natural, growing world. A civilization out of tune, out of harmony, with nature is an abomination to him. Pernieth is a massive being, his skin bark, his hands vines, every part of him a testament to growing things. His nature is volatility, but to those who honor his ideals, he is a gentle and caring being and a protector.

Spoiler: Picture

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Last edited by Toxic Mind; 2015-04-23 at 12:50 PM.

Avatar Marcus Caius, Astropath Transcendent by The Architect, may the Emperor keep him in His sight.

Re: Lords of Creation in the Playground (OOC Thread #2)

Hoooo!

Spoiler: Grenzo!

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Name: Grenzo the Cackling Flame, the Roaring Hunger, and That Which FuelsPlayed by: GunhavenDivine Rank: 6, Lesser GodAlignment: Chaotic EvilHoly/Unholy Symbol: A dark night, a campfire burning high with revelers of the worshipping race surrounding it, a good time to burn the world down. Primary Domain (and Portfolio): Trickery (Arson)Secondary Domains (and Portfolios): Gluttony (Ethanol), Travel (Combustion Engines)Legacy Domain: ElementalAlignment Domain: ChaosFavored Weapon: TorchCombat Rating: 6 (+9 for first round as aggressor)Paradigm & DCM Striker
{C} Campfire Tales: Luring the unsuspecting into the light of the camp, the Cackling Flame prepares to lash out or smolder in it's pit.
{O} Gout of Flame: The Cackling Flame cannot be contained to mere boundaries, lashing out like an uncontrolled flame at those that are weak.
{H, Law} The Unbound Flame: The Cackling Flame will not be bound by such petty concepts as a campfire's circle, a lantern's glass wall, or the strength of the breeze. He desires nothing more than freedom to see the world burn.
{D} Setting the Blaze: Sometimes the spark that starts the blaze comes from beyond and That Which Fuels recognizes the need to build up the proper bonfire for such occasions, punishing the fools and rewarding the righteous.
{O} Devouring the Fuel: The Roaring Hunger demands constant fuel to burn brighter and hotter with each passing season, consuming all that lies in His path in His desire to fill that void within. Brief Description: A spark of hatred from Zalsaram was all that was needed to bring forth Grenzo, the Cackling Flame. Preferring the appearance of a campfire, all the better to confuse and infuriate when he sparks up in another way, Grenzo embodies trickery taken to a dangerous end. Most of those mortals that have heard of him are on the fringe of societies, either born in the cesspool of remains or for fear of their arsonist tendencies would see them put to the same torch that they once used. Yet even when mobs gather with torch and pitchfork He is there, whispering for the mass of anger to be unleashed in destructive rampages.

Grenzo views his place on his Master as a herald. Where tricks are played he attempts to channel the fury of Zalsaram to insure that His enemies are few and far between. Yet He is still a deity of tricks and even if destruction isn't the outcome he prefers a good show over the boring tendencies of those good or, especially, lawful beings that attempt to put a stop to revelries before they can reach their destructive potential.

Since His destructive birth into the Playground Grenzo has gifted the land with the means to worship Him: ethanol. From this fuel His followers have created means to spread His joy to the corners of Demiourgia with plans to spread His flame beyond in the making. Recently He has left His followers to explore on their own, visiting His chosen ones in dreams of hunger and flame.

Re: Lords of Creation in the Playground (OOC Thread #2)

Originally Posted by Gunhaven

Hoooo!

Spoiler: Grenzo!

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Name: Grenzo the Cackling Flame, the Roaring Hunger, and That Which FuelsPlayed by: GunhavenDivine Rank: 6, Lesser GodAlignment: Chaotic EvilHoly/Unholy Symbol: A dark night, a campfire burning high with revelers of the worshipping race surrounding it, a good time to burn the world down. Primary Domain (and Portfolio): Trickery (Arson)Secondary Domains (and Portfolios): Gluttony (Ethanol), Travel (Combustion Engines)Legacy Domain: ElementalAlignment Domain: ChaosFavored Weapon: TorchCombat Rating: 6 (+9 for first round as aggressor)Paradigm & DCM Striker
{C} Campfire Tales: Luring the unsuspecting into the light of the camp, the Cackling Flame prepares to lash out or smolder in it's pit.
{O} Gout of Flame: The Cackling Flame cannot be contained to mere boundaries, lashing out like an uncontrolled flame at those that are weak.
{H, Law} The Unbound Flame: The Cackling Flame will not be bound by such petty concepts as a campfire's circle, a lantern's glass wall, or the strength of the breeze. He desires nothing more than freedom to see the world burn.
{D} Setting the Blaze: Sometimes the spark that starts the blaze comes from beyond and That Which Fuels recognizes the need to build up the proper bonfire for such occasions, punishing the fools and rewarding the righteous.
{O} Devouring the Fuel: The Roaring Hunger demands constant fuel to burn brighter and hotter with each passing season, consuming all that lies in His path in His desire to fill that void within. Brief Description: A spark of hatred from Zalsaram was all that was needed to bring forth Grenzo, the Cackling Flame. Preferring the appearance of a campfire, all the better to confuse and infuriate when he sparks up in another way, Grenzo embodies trickery taken to a dangerous end. Most of those mortals that have heard of him are on the fringe of societies, either born in the cesspool of remains or for fear of their arsonist tendencies would see them put to the same torch that they once used. Yet even when mobs gather with torch and pitchfork He is there, whispering for the mass of anger to be unleashed in destructive rampages.

Grenzo views his place on his Master as a herald. Where tricks are played he attempts to channel the fury of Zalsaram to insure that His enemies are few and far between. Yet He is still a deity of tricks and even if destruction isn't the outcome he prefers a good show over the boring tendencies of those good or, especially, lawful beings that attempt to put a stop to revelries before they can reach their destructive potential.

Since His destructive birth into the Playground Grenzo has gifted the land with the means to worship Him: ethanol. From this fuel His followers have created means to spread His joy to the corners of Demiourgia with plans to spread His flame beyond in the making. Recently He has left His followers to explore on their own, visiting His chosen ones in dreams of hunger and flame.

{C} Between the lines of Order, lies Chaos. Unspoken chants, unheard whispers, things of a time that never was. The words wither away at the spirit and mind of the unprepared, plunging those who cannot grasp it into the pits of insanity.

{D} A truth and a lie, all at once. An idea inconcievable, a paradox. Sometimes, even order can be unwoven, or chaos be given insight. To the mind of the one who understands that which has no concept, who gives reason to that which has no meaning, sometimes harm and destruction become relative around him.

{A} A boon from madness is perhaps a curse. Or perhaps curses have always been misinterpreted boons. Sometimes secrets are meant to be shared, and there are those deserving of not knowing that they know more than they think they know. And that not knowing becomes some knowledge. And knowledge, well, is power. Even when it isn't.

{O} Power. Raw, Unrestrained. To have invoked the wrath within Madness is to wish oblivion. For you stared at the abyss and now the abyss is staring right back at you.

Brief Description:
Yhr'zallus sometimes is interpreted as an old man with a long hood shadowing his appearance, with just a long silvery pale beard falling down from his robes and featuring a large chained necklace with his own symbol, its weight pressing his figure down into a hunched position, as the only thing holding up the Sorcerer-King is his sturdy cane, rumored to have great secrets too dangerous to be known hidden within its rings, were the item to be cut apart. In this rendition, he also carries a large dusty tome of empty pages. Some claim that the contents are not read, nor understood, but rather felt, imagined, smelled, sometimes heard, sometimes all at once.

However, it is not the only interpretation given to Yhr'zallus. Though countless span many a hidden book, there are two others that are popular amongst the followers of the sorceror king. There are those who describe their god as a young maiden, beautiful beyond belief, though the closer one draws to her, the more the form stops making sense. There are those who claim one could witness all emotions at once in her expression, or that the eyes led into a neverending abyss, though those would be the basest of incomprehensible notions about this interpretation of the god.

And lastly, to some, Yhr'zallus is not capable of being. Some say that the Sorceror King learned how to not be, and yet be, and the closest words to describe the god in mortal eyes would be a sensation, a presence...something that is there, but also isn't. The pranks the mind plays on itself. A sudden itch inside your body you can't scratch, a twitch in your eye, an unexplained curiosity...that would be the manifestation of Yhr'zallus itself.

Explaining the Madgod
The inspiration behind Yhr'zallus as I was working on him was that he would be very in touch with mortals, though in more subtle ways. Not really a kind of god that'd want much of a territory of his own. He'd be someone to use his secrets in both detrimental and beneficial ways. For instance, someone communing with him may wish to know a specific secret or attain some power, he would be inclined to grant that person's wish, though with a twist, given that a mortal's wish out of nothing but arrogance/greed would be of little interest to Yhr'zallus. He's the kind that would make people work for their rewards, and learn more of themselves and their wish in the process. That'd be a consistent attitude for Yhr'zallus. Someone who values knowledge and guards it, and punishes those who would recklessly seek it, plunging their unprepared minds into madness.

But that's mostly an outlook on how he interacts with secrets and mortals themselves. In larger scale matters, Yhr'zallus is more unpredictable. He isn't one to often take a side in matters, and most of the times if he does it is through indirect support. Sometimes he may aid another god through their champion, or perhaps by trying to rig the odds in their favor. But I wouldn't say it is on a whim and inconsistent wholly. If he aids someone in a specific matter, he'll keep helping, and worst case scenario, withdraw himself back into the shadows. It's his initiative, the starting choice that would make people wonder where he stands in a matter.

Re: Lords of Creation in the Playground (OOC Thread #2)

Spoiler: Sheet

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Name: Soth'mog, the Maw that Must Be, the Suffocating Tide, the Vile Ichor, the Putrid Unraveler, the Mindless One
Played by: CrypticOcean
Divine Rank: 6
Alignment: Chaotic Evil
Holy/Unholy Symbol: A pillar of tentacles holding up an orb of nothingness.
Primary Domain (and Portfolio): Slime (Subsumation/Absorption)
Legacy Domain: Elements
Alignment Domain: Chaos
Favored Weapon: Acidic tentacles and dissolution.
Combat Rating: 9 (6 DR+2 DCM+1 Caster Paradigm)
Paradigm & DCM: Caster
Spell Pool-18
{H} (Destruction Domain) Inevitable Disorder: Order and time breeds entropy, and cannot sustain itself for long. In its moments of clarity, Soth'mog visits this concentrated Chaos upon that which deludes itself into being inevitable with that which is truly unavoidable.
{C} Mindless Unbinding: Even the mad flailing of the Vile Ichor can corrode and consume godflesh, tearing apart the fundamental threads that bind it together leaving only putrid, inert remains.
{C} Consume, Consume, Consume: All are composed of the same matter, and all matter shall become Soth'mog. As a tide of consuming ooze washes over all, all shall find their origin in the primordial sludge.
{D} Incomprehensible Form: Soth'mog's body is a roiling chaos of annihilating slime, wreathed in a halo of entropy and destruction. Direct attack rarely perturbs Soth'mog, and retribution is swift and final.

Brief Description: Soth'mog is the churning Chaos from which all matter is drawn. Its body contains the building blocks to all matter, organic and inorganic alike, and as such it is also quite adept at unmaking the bonds which hold such matter together. Even seemingly intangible forces like magick are part of the roiling chaos that is Soth'mog. Normal mortal eyes cannot comprehend Soth'mog's form, and a simple glance can drive them irrevocably mad. Tentacles, cascades of energy, and cold, glowing eyes all dot the boundless surface of the deity. Its shape and form are constantly shifting, but regardless of its form, all that it comes into contact with is broken down into their most base materials, and absorbed into its sickening body. The form most commonly associated with it is that of a gigantic greenish-black tower of tentacles emerging from a black sea of ooze. Glowing sickly green eyes are present on the outside of each tentacle, and gripped tightly at its apex is a still, eerie black sphere. Protrusions upon the base of the tentacles give the impression of a sharply toothed maw that twitches when it speaks, although in no way that even gives the impression that it could possibly be using this 'mouth' to form words.

Soth'mog is less of a god that is worshipped and more of a harbinger that is appeased, aside from the mad few who invite its supposedly inevitable absorption of all. Due to the chaotic nature of Soth'mog's composition, the god hovers between moments of intense clarity, where its understanding of the cosmos allows it to enact terrifying plots, and utter madness, in which it flails mindlessly at the universe in an attempt to subsume it back into itself. During these moments of clarity, Soth'mog seeks to unmake civilization and return the world back to its state of primal chaos, freeing up the vast amounts of energy used to create order. To what ends it seeks to use this energy are largely unknown, save that it somehow seeks to channel these energies into itself and the World. Much to Soth'mog's frustration, his scheming mind is often pushed back into the subconscious of the more dominant, incomprehensible mind. Yet, at times, the seemingly meaningless ramblings of the mindless facet of Soth'mog has something of a prophetic insight that the more scheming mind does not have access to.

Regardless of which mind is in control, however, Soth'mog's methods remain largely the same. Dissolve and absorb.

Nothing new here, obviously, but for the sake of book-keeping, posting it up here, yes, yes.

That is not dead which can eternal lie, and with strange aeons even death may die.

{A} Inhale of Will: With a terrible roar Passaer takes a deep breath, not only inhaling objects but also the strength and will of those effected by it.

{A} Exhale of Despair: With a soft sigh Passaer emits a poisonous cloud of corrupted thoughts at a victim, afflicting them with the collective burden of all mortal souls combined.

{D} Stagnant Air: The thick fumes constantly emanating from Passaer seep into and take advantage of any conceivable wound, orifice, or weak point, causing great pain within them and making it difficult even for gods to get close to him.

{D} Weight of the World: Passaer's massive bulk is a challenge for any to attempt to heft or manipulate.

{D} Concealing Fog: The mists surrounding Passaer can easily be thickened into an effective visual impairment, and he is able to maneuver with surprising speed out of the way of potential attacks while within the protective cloud

Brief Description: Every breath a mortal takes is a reminder of their own impermanence and of of the reality they exist in. Passaer exerts his influence on the forms of these creatures; aching the wounds of the injured, whispering into the ears of the mad, and filling the weary with despair. Those who embrace these truths of existence and Breathe deeply of his stagnant miasma are granted his gifts. In contrast to his bleak purview, Passaer himself is actually rather upbeat, taking on a very personable tone when speaking to gods and mortals alike. Even as he pressures a mortal's physical form to break and bend, he whispers to them with promises of reprieve, that all they need to is push through their suffering and that just on the other side is a freedom from all of it.

{O} Poison Cloud: A cloud of poison dust that weakens leaving them ripe for attack.
{O} Dirty Trick: An unexpected blow, quicker than she looks, for an extremely sensitive area.
{D} Black Lung: Was that some kind of powder on her cloak? It'll give them one heck of a wheezing cough and leave them quite vulnerable.

Description: The robe is often all you see of Hagatha as the hood dips over her face concealing it in darkness. Underneath the hood she usually appears as an elderly woman, a crone, drawing on the myths that the old lonely woman was responsible for disease. She could pass for a wizened human or elf but in truth her form is that of an ancient dryad. But this is just for show, her true form is that an old heart tree, twisted and evil, a sentient malevolent tree that grew tired of dreaming and simply got up.

The large robe she wears is tattered and worn more fit for a begged than a god and she puts most of her weight, broken older woman that she is, on a large walking stick she carries. It's a branch from the tree she was. Don't be fooled because she is faster than she looks and would love to sink her poisoned claws into you whether they be the long fingernails of a hag or the twisted branches of a tree.

Hagatha isn't stupid or out to exterminate all life but she is quite insane. The old woman loves a good joke and has a wicked sense of humor. She greatly enjoys watching the struggle of a hero on a quest or a farmer just trying to provide for his family. Whether they succeed or fail it's the struggle that excites her. She wants the hero and the beggar to survive equally because if either die than their suffering is over. Oh sure, maybe there's an afterlife but that just isn't exciting, understood? It's life that brings joy and the denial of joy. When a boy struggles for life against a stomach virus it makes him suffer, and those watching him also suffer, like his poor mother.. If he died they could all move on. But if he survives maybe she visits another disease and then they have to wonder: is this the one? That is true suffering.

It's the pain and torture she enjoys so of course she wants to keep them alive. She'll teach those mortals about herbs and potions to make sure they don't die to the simple things. No that would be far too easy. She wants them to live as long as possible, survive on the brink, to live on in torture or at least till tomorrow when they could despair at the tragedy of a loved one, or lose something important to them. Yes, life was what mattered, the vitality and pain. Hagatha wanted to visit the populations of the mortal realm and set up special places for the sick where she could teach the mortals to care for them as a kindly old woman but, in truth, she just wanted a front row seat.

Re: Lords of Creation in the Playground (OOC Thread #2)

Purity is now without power, or the Avatar, with Orcs and Dwarves attacking from the South and Northern ends. Along with a walking Goddess of Suffering, and an Avatar. Purity is not long for our world.

I suggest birthing the God of Ooze at this point.

"I laugh at life, it's antics make for me a giddy game. Where only foolish fellows take themselves with solemn aim.”

Re: Lords of Creation in the Playground (OOC Thread #2)

Avatars can spam domain spells, right? 'cause Trickery grants both Polymorph Any Object AND Timestop. So, you know, turning all of the dwarves into Aram (or ponies!) is apparently a possibility.

I'd say that doing so on such a wide scale would require a Pestilence Action.

So, it seems we have our first bunch of Intermediate gods. Speaking of which, Rainshine, did you buy a Portfolio for the Halfling domain? If so, please link it. This is quite important, because if you didn't then you need to buy one before getting the Domain. At the same time, if you don't have the Halfling Domain, it means you don't have the required Domains to raise your Caste to Intermediate.

I shall be updating the Domains list in a bit. Also I added a link to the first OOC thread under the IC thread link, should someone need to go back and find something.

"Do not anger a bard...for you are silly, and would make for a funny song."

Re: Lords of Creation in the Playground (OOC Thread #2)

Sorry for the short post in the IC, I'm rather busy lately.

Spoiler: Eucle

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Name: Eucle "The Fair"Played by: ThethirdDivine Rank: 11Alignment: NeutralHoly/Unholy Symbol:a dowsing rodPrimary Domain: WealthLegacy Domain: ElementsAlignment Domain: BalanceOther Domains: PsionicsPortfolios: Prosperity, Lucid DreamingFavored Weapon: Rod of Gramaric Dreams (Dowsing Rod; Quarterstaff)Combat Rating: 16Paradigm & DCM: Warrior
{C} Hard mineral: Eucle's body changes from divine flesh to divine metal. He is composed primarily of bismuth but there are many other elements among him. This gives him both strength and endurance.
{C} Dream lives: From within his cauldron Eucle can take many wealth dreams among them there is substenance for him healing his wounds and mind.
{C} Rod of gramaric dreams: Eucle has fashioned his rod in a similar manner to his disciples, but the god isn't limitted to the realm of the possible or probable. This weapon crafted from the dreams of thousands of gramarists allows Eucle to strike fast and far with the power of science.
{C} Mirroring maybes: The prosperity god can see what may happen and which actions to invest into turning into a reality. He can use this for combat in order to strike truer than many would believe him capable of.
{C} Mindscape: Eucle can change the terrain using dreams to favor himself.

Brief Description: Eucle's primal form was that of a dragon carved from stone and metal with bountiful fruit trees at his back. He had taken that form from Deimos, the courage god, dreams the ones he had devoured along with the divine spark. Now with his material body deep within the moon the God has taken a more earthly gise to wander around his city. He takes the form of an old yet fit man. Slightly taller than a human and of dark skin. His features are those of mixed heritage, appearing human, dwarf and elf at the same time. Only his golden eyes betray his divinity and for the most part he hides them behind a dark cloth. He also wears a long hooded black cloak, his dowsing rod and his black cauldron.

Last edited by thethird; 2015-04-03 at 10:40 AM.

So after my pc blowing up, getting new job, moving out, getting some new internet and a new computer I'm back in the saddle. It took a while.